Atlas rework... needs a rework/some tweaking.
So I’m a console/xbox player, and we finally got our hands on the shrine of the eidolon update about a week or ago. And me being a huge fan of atlas was super excited for his rework, all the ideas and everything I’ve been watching and reading up until I got my hands on it looked awesome! But sadly... its still needs some tweaking, and I will offer a few suggestions below. Now I know DE isn’t going to outright read this and say “oh yeah lets implement all his ideas”, this is just to make some noise that they should continue tweaking him until he’s in a even better spot.
So the new mechanic rubble, when fully capped out provides an armor boost of 1500. So for atlas, say in my build I’m using steel fiber & armored agility (my steel fiber isn’t maxed cuz I’m cheap) this gives me 1057 armor pre any rubble built up. With this armor I have approximately 3,647 EHP. Once rubble is fully built up and maintained at the 1500 armor cap you will now have 7,347 EHP. Now looking at this you have to go through all this trouble just for a little under 4,000 EHP increase that decreases pretty damn fast, and if your missing even ONE HP the next piece of rubble will go directly to your health and not overflow into the armor/rubble increase, and will not pause the rubble counter temporarily. So thats rubble.
So what I’m proposing for rubble is;
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Raise the cap! 1500 is way to low of a armor cap especially for all the work thats involved to build it up, this should be capped at a minimum of at-least 5,000. Or what could happen is just make rubble its own armor, and not use the same values as armor. Say make each piece of rubble = 4 armor, and keep the cap at 1500, so when capped you’ll now have the equivalent of 6,000 armor.
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Make dropped rubble give more than just a mere 50/75 when killing enemies via weapons/detonating rumblers or landslide respectively. I propose that we just straight double that to help atlas reach his goal faster and more efficiently. Think about it... your using 2 separate abilities to build up this rubble mechanic just to have 7,400 estimated EHP, meanwhile rhino can achieve that much with a push of a button, & inaros has close too that much EHP right out of the gate with just a vitality.
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Add further mechanics to rubble to give more incentive to hold a high stack. Say if you can maintain over 1,000 you now get status immunity, soon as you drop below that mark the immunity goes away until you can get over 1,000 rubble once again.
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Make it so no matter how a petrified enemy dies they’ll always drop rubble (referring to playing with other people). This will promote more team play for atlas because even if he doesn’t get the kill on a petrified enemy he can still at least get his rubble. (If this is already the case please correct me, but from what I noticed when I play with other people rubble wasn’t dropping from petrified enemies when killed by someone other than me)
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And lastly, make excess rubble overflow into his armor. If your missing 22 HP, and kill a petrified enemy with landslide, restore the 22hp, and then overflow the remaining 53 into my rubble counter. This would just be a great QOL change to help stow/pause the rubble counter.
Other changes not related to rubble;
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I would’ve loved to see his 2 - tectonics, made into a better tool. I mean it has its uses, but what they did/tried to do is just meh. It’s not worth casting, petrifying it, then recasting and hope somehow that it hits a few enemies. I would love to see it changed to where, the activation process is reversed; to when you press 2 it now automatically sends the boulder out (like it did when you casted then re casted again) with minor tracking/hit detection, and when held it will now be cast like it does currently. (If going to cast another wall by holding 2 the first one would roll away, so it would allow you to have one wall up and be able to roll as many boulders as you want.. unless of-course your using the augment then it will remain unchanged.) And too add some bonus synergy, when you have tectonics up, casting landslide on it will cause it to explode sending out tiny rock particles into surrounding enemies causing knockbacker/stagger, leaving a piece of rubble or 2 in its wake for you to pick up. I feel these changes will add some nice little bonus CC to the ability being able to cast boulders right away, but also still giving you the option to use ability as it is now.
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Last but not least - my little homies; the rumblers. I would just love to see these guys get more of an identity. Up the damage, give them more taunting power to take more aggro, something. Currently there really not that good, although I do always use them just because its an awesome ability and love seeing these guys running around. Just wish they were more useful. Like make it so when you cast petrify on them they become empowered and scale off your melee mods for the remainder of their duration, and allow petrified rumblers to drop bonus rumble on top of it. Seeing as how rumblers cost 100 energy and petrify cost 75 energy, the pay out is quite a bit but in return you get some nice bonus damage.
So yea thats it. Thanks to anyone who read this through and if you have any input to add or if I am totally wrong on something, please let me know. I just feel atlas has so much potential with this rework to make him that much better and funner for everyone who enjoys him. I don’t want DE to close the book on my man atlas when all he needs is just a few more minor tweaks. Now my suggestions may not be the best, but the more people who enjoy atlas that speak up, we may see some more changes/QOL tweaks for him!
Also want to just give a shout out to DE for doing an amazing job with this update and the amount of effort you guys put in to make a lot of stuff more viable is unbelievable. This is by no means a post to bash them, but to just give some feedback & suggestions. Keep up the great work over there!
Posted Mar 12, 2018, 9:05 PM UTC